When we truncate the command queue because it
is too big, we were messing up our state accounting
and running into criticals as a consequence.
This can be reproduced by opening a well-populated
fishbowl demo in the inspectors recorder.
Fixes: #5188
There are situations where our "default framebuffer" is not actually
zero, yet we still want to apply a scissor rect.
Generally, 0 is the default framebuffer. But on platforms where we need
to bind a platform-specific feature to a GL_FRAMEBUFFER, we might have a
default that is not 0. For example, on macOS we bind an IOSurfaceRef to
a GL_TEXTURE_RECTANGLE which then is assigned as the backing store for a
framebuffer. This is different than using gsk_gl_renderer_render_texture()
in that we don't want to incur an extra copy to the destination surface
nor do we even have a way to pass a texture_id into render_texture().
Instead of just passing major/minor, pass them twice, once for GL and
once for GLES. This way, we don't need to check for GL and GLES
separately.
If something is supported unconditionally, passing 0/0 works fine.
That said, I'd like to group the arguments somehow, because otherwise
it's just a confusing list of numbers - but I have no idea how to do
that.
Don't pass texture + rect, but instead have
gdk_memory_texture_new_subtexture()
and use it to generate subtextures and pass them.
This has the advantage of downloading the a too large texture only once
instead of N times.
It does not belong in GdkGLContext, it's a renderer thing.
It's also the only user of that API.
Introduce gdk_gl_context_check_version() private API to make version
checks simpler.